/Engine/Source/Runtime/Engine/Classes/PhysicsEngine/BodyInstance.h
Apply a material directly to the passed in shape. Note this function is very advanced and requires knowledge of shape sharing as well as threading. Note: assumes the appropriate locks have been obtained
static void ApplyMaterialToShape_AssumesLocked ( const FPhysicsShapeHandle & InShape, [UPhysicalMaterial](API\Runtime\PhysicsCore\PhysicalMaterials\UPhysicalMaterial) * SimplePhysMat, const [TArrayView](API\Runtime\Core\Containers\TArrayView)< [UPhysicalMaterial](API\Runtime\PhysicsCore\PhysicalMaterials\UPhysicalMaterial) * > & ComplexPhysMats, const [TArrayView](API\Runtime\Core\Containers\TArrayView)< [FPhysicalMaterialMaskParams](API\Runtime\Engine\Physics\FPhysicalMaterialMaskParams) > * ComplexPhysMatMasks )